View Poll Results: What race of enemies should I add next?

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  • Eldar

    27 19.01%
  • Tyranid

    83 58.45%
  • Space Marine

    32 22.54%
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[Dawn of War 2] Killteam v1.72 - Last version update in post #344

  1. #101

    For people with .ucs problems

    Althought everyone knows other mods .ucs files conflict with this one, it should be noted that the warhammer 40k mod (bloody & epic) edits the original DOW2.ucs and that you have to use the original with the killteam.ucs to not receive the no range errors

  2. #102
    Member Z405's Avatar
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    Yes that wasnt the smartest move i made; strangely though doing this allowed some players to see the .ucs edits when using a completely editted dow2.ucs file, instead of when using a solo warhammer_40k.ucs file :/
    Dawn of War 2: Warhammer 40.000 MOD

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  3. #103
    Ah yes, there was alot of lag going on when the bomberboys were being used alot, probably due to connection problems at the time. Thought that wartrukk seemed like it had the strength of a tank


    Just toppled the Librarian Was a tough fight, but since there were only 3 of us I switched leveling on which made it a lot easier, but still a challenge. Ended up with a librarian and a force commander and just brought him down with them on his 3rd stage. The vortex's floated around the corpses of the other 3 heroes, may want to stop that if you can. Also the insta revive seems to make it a bit easy if you have stored up red, because the loss trigger takes 10 or so seconds, and so you can just revive if you wipe on say the multicoloured steps. (Coincidently we did on the second occurrence)
    Last edited by highonsinz; 11th Jul 10 at 7:06 AM.

  4. #104
    Mod is shaping nicely. Hopefully, we can get next update with all the goodies soon.

  5. #105
    Warlock with providence and ethereal slash spam on a spawn point seem far too powerful, although ethereal slash spam is far too powerful on its own as well. In fact most heroes can camp a spawn point far too easily, perhaps some form of spawn protection/don't use a spawn point with a hero too near?

  6. #106
    Member OneProduct's Avatar
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    Alright, I'll take a look into it. I might also try to add code to have them drop pod/deep strike in places other than the spawn point. That would also solve the problem that would occur if all spawn points were camped.

  7. #107
    Member Quozzo's Avatar
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    Vote: Nids

    I like the tyranids, more specifically blowing the hell out of 'em. it will be good fighting off swarms and swarms while trying to tackle a carnifex or zoanthrope at a time so tactics will be paramount.

    After all it is an RTS and managing the strengths and weaknesses of the chosen Hero's is what this mod is all about imo.
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  8. #108
    I like the sound of drop pods/deep strikes, although it would be nice if the races had a racial striking - drop pod for space marines/chaotic warp entrance for chaos/eldar traversing the warp/spores for tyranids/ teleport or roks for orks. Just an aesthetic touch.

  9. #109

    About Deepstriking.

    I was actually thinking about this. at first your mod seemed something like the table top version of apocalypse (I really wish you could spawn a base and have it defended, maybe an extra mode you could add later where you have a base to defend with a couple premade turrets and deep striking enemies instead of just a drop pod).

    About the deepstriking though. I think without the manually placed spawn points, it adds an element of suprise to the mod, not knowing where the enemies will come from or camping spawn points, and also not being able to corner camp so easily, what happens if termie squads deepstrike in your base?
    Not sure if all units should do it, but a nice amount of them would be great.

    Also, if/when you make nids, make sure the lictors make good use of flesh hooks, it'll add a nice touch to making them very different, being able to easily disrupt formations and disorient heroes.

  10. #110
    Member OneProduct's Avatar
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    Well, I guess I'm going with tyranids next after the hero patch. Shame, I was looking forward to doing eldar myself but it seems nobody likes them. I've been working on and off for the past few days so the progress is kind of slow.

    I made a little video to mostly show off the Psionicist hero I'm working on. The Psionicist's abilities all use recursive code, which as a coder is kind of an unofficial theme for me, though for everyone else the theme is probably just telekinesis/force barriers. http://www.wegame.com/watch/killteam-v15-wip/

    Forgot to mention that Psionic Cage and Psionic Repulsion in either order make a great combo.

    @MDragoon
    Lictors will most definitely use flesh hooks. I'm going to keep the manually set spawn points as it allows you to choose which part of the map you want to use and just how surrounded you'll be. Completely random spawning doesn't work so great for several reasons:
    1. If the enemies spawn too far, they take too long to get to you which is both somewhat boring and reduces their effectiveness because the wave doesn't come in a constant stream and gets split up too much.
    2. It reduces the already somewhat underwhelming role of melee heroes because they won't be able to tank from too many directions at once.
    3. It makes turrets and setup weapons less viable.
    4. Some people like to play it in that hunkered down defense style in a little corner.

    I will however look into adding drop pods/deep strike/webways/tunnels for enemies to use. I actually had some code for it planned for the first version but it was too buggy so I had abandoned it for the moment. As for spawn camping I'll probably do what someone else had suggested and have enemies not spawn from points that heroes are too close to. If all of them are being camped I'll just have every single darn enemy deploy by drop pod! Muahahaha!

    @Delta
    Let me know what your GFWL gamertag is so I can make the special armor you wanted exclusive to your account.

  11. #111
    Looking good, and Eldar would have been my second choice

  12. #112
    that psionicist...
    /speechless

    btw would u be making a unique model for the psionicist?
    cos it would be pretty confusing and redundant if the seer is reused.

  13. #113
    Member OneProduct's Avatar
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    I don't do any modeling personally so unless someone else offered there won't be a custom model. I want to keep the farseer as a base because of her animations but I'll probably use the custom rank 60 farseer helmet made by Shuma if he's willing to oblige: http://forums.relicnews.com/showpost...&postcount=360

  14. #114
    I think he would be.

  15. #115
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    Because drop pods take quite some time to actually hit the ground and actually unload units, this turned out to be quite a bit more complicated than I imagined, particularly because drop pods occasionally fail to deploy at a given set of coordinates due to lack of space or an obstruction. World_GetSpawnablePosition(position, entityID) also seems to cause crashes so it wasn't helpful either. :P

    All ranting aside, enemies can now deploy by drop pod/webway/tunnel/deep strike/teleport, which I'll refer to as "dropping" as a general term. How it works:

    (dropping)
    1. Is the unit eligible for dropping? If yes, go to 2. If no, go to 4.
    2. Generate a random number. Did you get a 1? If yes, go to 3. If no, go to 4. (at the moment I'm rolling between 1-12 so there's a 8.33% chance for dropping, but this is easily tweakable)
    3. Find a random location around the players and drop the unit. Done!

    (spawn protection)
    4. Find all the spawn points that are not being camped by heroes. If there is at least 1, go to 5. If not, go to 6.
    5. Spawn the unit at a random safe spawn. Done!

    (spawn protection when all spawns are being camped)
    6. Is the unit eligible for dropping? If yes, go to 3. If no, go to 7.
    7. Look for a random location in the fog of war within 100 distance of the heroes. If you found one go to 8. If not, go to 9.
    8. Spawn the unit in the fog of war. Done!

    (when all else fails)
    9. This is the worst case scenario. Simply spawn the unit at a random spawn point regardless of whether or not it is camped. Done!

  16. #116
    Looking forward to seeing this system in action

  17. #117
    Member OneProduct's Avatar
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    Fooling around with the Force Barrier code for the Psionicist is fun. So much fun it should be illegal, like copyright infringement:

    http://www.wegame.com/watch/psionic-...-infringement/

  18. #118
    God damn that's hot. I wonder... Can you make it so that one of her abilities spawns that Pacman Forcefield as a "unit" kinda like the Plague Champ's Plague cloud global. 'cause that'd be fucking awesome.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
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  19. #119
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    I could indeed do so and yes, that would be quite hilarious.

  20. #120

    If you wanted to really make it crazy

    In the future, if it wouldn't make the mod so awesome people would die playing it, maybe you could think about adding scripted abilities to the dropped squads. Like knockback and damage AOEs to drop pods and Roks, holofields for eldars, and the vacuum effect of chaos warp storms... and for nids maybe a temporary base that has a synapse-like effect.

  21. #121
    By the way, would you be interested in a Terminator Chaplain? Oh who am i kidding everyone loves Terminator Chaplains. I think that's what i'm going to do next after i finish the Plague Lord.

  22. #122
    Member OneProduct's Avatar
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    Outside of the vanilla heroes, most of the custom heroes I make in the future will probably be based off whatever models you make. I don't have a terminator hero yet so a terminator chaplain would be great. Being a chaplain rather than just a regular terminator will be helpful as well, as it's hard to think of 7 abilities for regular terminators. I'm not really familiar with what kind of abilities a chaplain would have though, I'll have to look them up a bit (not a TTer).

  23. #123
    Hmm, chaplains can have melta bombs, digital weapons (melee booster, probably go for skill not damage, or have a v low range attack), and with termi armour weapons are bolt pistol and a choice of storm bolter or combi melta/plasma/flamer
    They have a rosairus
    He has an ability stopping him from fleeing (disable retreat?) and one that boosts melee. He is better than melee than a normal marine and has an extra attacks (just have the fist weapon as high value)

  24. #124

    ideas for a summoner

    My friend had an idea for a basis of a nurgle summoner (not sure what type of summoner you'd want to make).

    by killing enemies you accumulate power with the summoner (the actual power resource) and that creates a cost for the summoned units. Like, say you'd summon an infected carnifex, you would need 2000 power to do it or so.

    Technically the same idea would work well for a tyranid flavored summoner, cause it needs biomass.

    Nurgle just needs stuff to die, or undie

  25. #125
    A Chaplain will never, ever get rid of his Crozius Arcanum since that is as much a badge of office as a weapon.

  26. #126

    Problem/bug

    using hemmorhage inside a blood orb causes negative life gain, quickly resulting in death

  27. #127
    Member

    A Chaplain will never, ever get rid of his Crozius Arcanum since that is as much a badge of office as a weapon.
    Indeed. Like a Commissar without his fancy hat.

    Ya know since Shuma's worked on Eldar already and he'll be doing stuff with Nids later.... would it not be more feasible to go ahead with the Eldar stuff now, and then get to Nids when Shuma's done his magic?

  28. #128
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    My personal preference was Eldar but the poll says Tyranids and now that the votes are in it wouldn't be fair to ignore them.

  29. #129
    When using the chaos lord, anyone else have a problem comboing his life stealing abilities? like using eternal war and hemmorhage? I ran into instances where it would drain my life insteaed of heal, wonder if it was just something buggy in my game

  30. #130
    Yes actually, now that you mention it combining life steal abilities did seem to lead to my death, I just assumed i died due to too many enemies, but i should have survived.

  31. #131
    Well it's not like i will be making anything new for the Tyranids(i think) the latest codex didn't really introduce any new creatures that i can't make at the time(since we can't edit animations) Tyranids are mostly just going to get a general make over because "oh god Relic why are their rank unlocks so shit!?" the only new Tyranid guys i can think of doing with the existing animations are the Tyrannofex and... Uhhh... Tervigon i think, the guys that birth shit tons of gaunts.

    They could "probably" use the Carnifex animations, but again, i'm leaving Tyranids until a latter time because... Well, it will be a lot of work to make new rank armors for every single one of them. Besides, the latter they come the more i will know about modelling and texturing by them, and unlike Relic i do plan to make the Tyranids "justice".

    And the Eldar will also get some shiny stuff when i get back to them, mainly, Dire avengers because i still cannot fathom why Relic uses Guardians as the eldar main infantry unit. Other guys high on my priority list are Raptors.

  32. #132
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    The bug regarding combining life stealing abilities is a limitation with the game mechanics I probably won't be able to work around.

    1. The way "life steal on hit" works is that it deals negative damage to the Chaos Lord for each target he hits. This applies to "Kill the Weak" and "Hemorrhage."
    2. The way "life steal buffs" work is that every time you do damage with a normal attack you gain some percent of that damage as life. This applies to "Blood Orb."
    3. The way "life gain on being hit" works is that all damage is multiplied by negative one, turning it into negative damage which causes healing. This applies to "Eternal War."

    If you use a life gain on hit ability (1) while under the effect of a life steal buff (2), you steal part of the negative damage which is healing you. The life steal buff then increases your health by a negative amount which instead causes damage.

    If you use a life gain on hit ability (1) while under the effect of a life gain on being hit ability (3) the negative damage which is suppose to heal you gets multiplied by negative one and becomes a positive number, which instead causes damage.

    This doesn't effect actual healing abilities at all or weapons which heal on hit such as his daemon sword. This is because they use different code which actually just increases your health rather than doing negative damage but unfortunately this healing code doesn't work with his other abilities so I have to use negative damage. The only thing I can say is try to avoid combining type 1 effects with type 2 and 3 ones.

  33. #133
    My personal preference was Eldar but the poll says Tyranids and now that the votes are in it wouldn't be fair to ignore them.
    Well, guilty, I was one of the folks who voted for Nids, but personally I am for quality over speed. *shrug*

  34. #134
    Member Zenoth's Avatar
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    Very fun mod, just tried it and I was blown away (literally, hehe). I wanted to know, would it be possible to let the heroes be controlled by the A.I.? I'm not sure on how it would end up, but perhaps that their basic attacks and movements would be controlled by the A.I. while a human player could manually chose their special hero powers to use (if the A.I. couldn't do it). I'm asking this because playing this alone is fun, but if the other heroes could be controlled via A.I. like in The Last Stand then I could focus a bit more on my own chosen hero rather than trying to micro-manage five of them.

    I know, this mod is made with multi-player in mind, but sometimes I just feel like trying alone for a bit, in fact I always wanted that The Last Stand could be played alone with two extra A.I.-controlled allied heroes (for many reasons, including to avoid common lag issues, disconnections or exploits abuse). So if that would be possible then it's my humble suggestion for this mod, it's certainly not urgent however, there's other demands and priorities first, it's understandable, in the meantime I'm having a lot of fun. As for the poll, I voted Tyranid due to their sheer numbers (I like Tyranid waves in The Last Stand), but technically I'd still prefer the Eldar, although I voted Tyranid because I know all too well that the Eldar are usually not appreciated.

  35. #135
    Member Phoenixlight's Avatar
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    The mod looks pretty interesting but in the videos you keep calling the purple bar "mana" it's actually called energy. It looks like you took most of the ideas from world of warcraft.

  36. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #136
    Some new feedback after finally getting some people for a game:

    On one of the last wave, all heroes consecutively suffered instant death. Was a Chaos wave, with a few Las Preds and Bile Spewer PCs around. Their damage seemed to be within reasonable bounds, yet somehow our heroes went from full-health to zero in an instant. Not suggesting to get rid of it, we were just curious wtf had just happened

    Warboss Recklessness, it just doesn't seem to fit the pronounced 'tank' role introduced with the 'taunt' abilities. On standard settings, da Baws deals enough damage without this boost, and against tougher foes, you really don't want that +40% received damage. Should be noted that this comes from a game where he was the only melee hero, but maybe it could be dropped for weapon specific abilities?

    Edit: Some ideas on a Dreadnought hero.

    Spoiler

    Last edited by sporty; 20th Jul 10 at 2:44 AM.
    One step closer to the end of the decadent Eldar race.
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  37. #137
    THIS IS THE GREATEST MOD EVER!!!
    thx a milion and keep up the good work oneproduct
    My Face is my Shield!!! My CURRY is my Sword!!!

  38. #138
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    @Zenoth
    It's possible to make some rudimentary AI for them but it would be a considerable task to have them use their abilities correctly. While the idea does interest me as I know there are probably a lot of people who play solo, it's not high on my priority list at the moment as for now I still have new heroes and enemies to add. Once all the enemies are in that's definitely something I could look into, but that would be quite some time from now.

    @PhoenixLight
    Mana and energy are just terms for the idea of a limited casting resource, I use them interchangeably. It's not like other games don't have mana. There are indeed abilities based off World of Warcraft and some based off DotA/HoN as well, I mentioned so specifically during the video. The abilities are interesting and I decided to bring them in to DoW2, it's cooler to have them than to not have them at all and I imagine most people enjoy them rather than dislike them for being copied.

    @Sporty
    Yea, I'll change recklessness somehow. Fist of the Emperor seems like it should be the claw specific ability, or does he punch the ground with his secondary claw? If there is this problem give me a replacement 7th ability and you've got a dreadnought hero coming up.

  39. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #139
    Well, it works in SP, but on a second thought, more variation would be nice. Figured another support ability couldn't hurt, the current line-up would benefit from something that increases energy regeneration, or an AOE suppression break (+short immunity). Ancient rallying call/battlecry/litany/sermon, perhaps?
    I'd still like to see the vehicle-disable part mixed in with the claw-stomp... a unique perk compared to other melees, and you can at least imagine the Dreadnought ripping a tank's turret off

    Looking forward to this and other future heroes. Think you've nailed it with those latest releases, most heroes feel super powerful (esp. melee), but all that prowess is necessary in later waves

  40. #140
    This is the same mod as the unusualfashion's Hero Defense that was on ModDB which the gameplay was crap.

  41. #141
    No it is not.

  42. #142
    After I finish my map for the DOTA mod, I would so love to create a custom one for this mod. Played it for a few waves and it was a ton a fun.
    It's Warhammer. Fuck common sense, the universe is built on awesome. Headshotting aliens from long range with a pistol is fucking badass hence its presence in the game.

  43. #143
    This Mod looks awesome. I've only checked out the videos but I can't wait to download it. My older brother had a similar idea to this, but instead of heroes you could pick any squad in the game you wanted to play as, but I think your killteam idea looked pretty good.

  44. #144
    I voted on making Eldar more extinct.

    wkdkicksass28 - Oneproduct = unusualfashion I also have to point out that it was old version (Which I found entertaining never the less) with Nids (One of the points why I voted Eldar. I just have enough of nids, that seem to swarm everywhere)

  45. #145
    Hey sorry for late response but my GFWL is XPhial thanks

  46. #146
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    Just tried this out and I loved it. Especially the custom abilities. One thing you should look into is getting more maps in the mod. I know that would be a lot of work but ask around someone may be willing. Also would it be within reason to make a mode where you only have one hero, or is that too much changes? Great mod, thanks.

    Sorry if that didn't make sense im terrible at getting my thoughts down.

  47. #147
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    For a dreadnought hero, do you guys think it would be better if his armor and healing were the same as with the other heroes or should he take less damage and only be able to heal himself with a self-repair ability? I'm worried that not being able to heal him with normal abilities would be problematic and would make healers a bit less useful. Basically boils down to fluff vs function.

    As for additional maps, I had thought of including the community map pack but its something like 160 megs vs the 25 or so megs of this mod. I don't really want to force people into such a big download. What is good though are maps that just have a series of defensive locations, different variations on funnels or some sort of trenches basically. Since you only really play on a small portion of the map that you setup at the beginning, maps really only need to provide some options for hold out points.

    It would be difficult to play using just one hero, particularly since it would basically force you into picking one with a healing ability. In my old hero defense mod I had the number of heroes and enemies scale to the number of players, but then you tend to miss out on the "epicness" you get from the high number of enemies, which is why I went with this system where you always have 5 heroes but they are divided amongst all the players. In the future I could look into this, but I think I'd be more likely to try to program some simple AI for additional heroes rather than reduce the number of them.

  48. #148
    I think the dreadnought should use a self repair ability, it will make him stand out from other heroes and demand teamwork when he needs healing. For maps, it would be nice to just release a map pack separately from the mod, that way people don't have to get it but those who would like maps just made for this mode can have them.

  49. #149
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    The problem is that people who do include the map pack in their module files wouldn't be able to play with those who don't, so having a half-endorsed map pack would be problematic.

    Because of this I'd rather just include a map or two that works well with the mod. For those who have a bunch of close buddies who want to play it on extra maps, they could could specifically add them to their module files.

  50. #150
    Umm...when I play I seem to not be able to upgrade the wargear on my heroes. Are the weapons supposed to not be upgradeable or am I doing something wrong? Other than that, I enjoy this mod a lot!

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